Wednesday, April 2, 2025

Worldbuild24 - Imaria Anthropology

Anthropology

Agogwe – Humanoids from the headwaters of the Akpara River. Having been victimized by the Akota and Stygians, they have been pushed into their southern range of Naymbe. They are different in that they display bestial features, such as body fur and claws for burrowing. They are fierce warriors who live nomadically in temporary burrows. They are said to be pale for Imarians and friends to the Wakymbi.[i]

Cassava – A staple crop across many parts of the Three Lands, particularly Lokossa. It is so ubiquitous that few remember anything special about it except it is poisonous until soaked. And in times of crisis some people don’t soak it long enough. What few remember is that it arrived at the height of Antiquity from Arkhosian explorers sailing east along far island chains to an unknown Continent. Following the tentative maps of mad Elves. They grew wild in the ruined gardens of their cities before their edibility was rediscovered.[ii]

Eloko – A form of Fey who dwell within the BIda Rainforest. They do much to make it dangerous, being keen eaters of any form meat, Humanoids especially. They are often confused with Night Men or Human Nghoi. They live in tree hollows and rarely group together. They are found more in the immense choking equivalent in the Feywild. No ruins of the Yellow Plant Empire come near their territories because they kept them out of the Plane.[iii]

Entare – Terrors of the savannah beyond The Three Lands, these creatures with the chests of men rising from a lion, fight fiercely with the Meru-descendent tribes for the delicious cattle. Untold in number and range, all that is known about them come from their flatter-faced brethren in Zakhara, the wemic. People of Nymabe say they were made by the Kosan and not the Overpower, those of the three lands have not met them since the Dawn Age.[iv]

Imbulu – The Fey folk of Imaria tend more towards the animal cast, residing in the thick forests for of the bIda and the southern ranges of the Weeping Mountains, known as the Kuba Taaba. Called Hengeyokai in other lands, they have suffered greatly in past ages. First persecuted by roving bands of Eladrin from some ancient slight, then subjugated by the Yellow Plant Empire and the Kosan. For this they live in animal-specific villages and shun all but the Wakyambi. Though the ambitious trade on their magical knowledge to become rich in distant cities.[v]

Kingdoms – Each of the five surviving kingdoms of the Three Lands is centered on a cultural group that has subsumed tribal identities but retained a distinct identity unlike Nymabe, though much has been shaped by the Long War with Deshur. The kingdoms each have their own law codes, honor systems, magical traditions, attitudes towards slavery and towards those they deem lesser; some which are extraordinarily harsh. The devastation has meant power is at a very local village or city level and almost always hereditary. Accusations of collusion with the eternals are feud-starting, but common.

Lion Bands – Mercenary units that have left the Three Lands. Frequently employed by Elven Merchant Fleets, Zakharan elite, Stygian Nomes and by the best Planar organizations alongside the other adventurers. They are stereotypically known for their elaborate hair and use of shiny metals to decorate their chest armor to advertise their presence in battle. They still maintain traditional spear and shield-fighting methods, though they adopt Nyalan-style heavy armor when fighting in colder climates. They have a poor relationship with the Spears of the Dawn, as the Spears believe the war with the Eternals is not yet done.

Long War, The – When the Emperor Shangmay of Nyala invaded Deshur to add another province, the Pharoah was forced back to the underground catacombs beneath his city. To consult with the terrible spirits beneath the Weeping Mountains and the powers of ancient Zannad. What emerged were the undead Eternals, who could not stand the living except as flesh to keep them in their twilight state. For seven and a half generations they advanced, devoting more and more time to pacifying as conquering. It has been two generations since Emperor Kaday threw them down and The Three Lands are still recovering.[vi]

Mask Societies – It is rumored that secret societies of magical mask-makers rule of many villages across Imaria. While masks are frequently used in rites across the southern reaches of the Three Lands and Nyambe. It is unknown how much they serve what authorities were already there. To betray their identity or lose a loaned mask is a horrible fate. These masks are said to grant strange powers.[vii]

Night Men, The – Horribly mutated, flesh-hungry, and hairless. Night Men are the descendants of the two-tiered castes that today are only found among the Dark Ones. During the Hot Period of the Dawn Age, their original civilization was founded south of the Akpara River but came to its abrupt end at the hands of the Yellow Plant Empire. Those who could not flee to the Underdark were forced to endure bacterial warfare and abandonment by the ruling caste for the coastal islands extending into the Endless Blue. They are apparently Goblinoids.[viii]

Ngoloko – The word for Half-Orc in the languages of Imaria which distinguish them from their relatives. Apparently, the children of the Kosan who were spared for not being kosan. There are no known communities of them, and it appears the original people have died or rejoined their Human relatives.[ix]

Serpentis, Circles of – Some Druidic Circles are not forces of weal. On such group which has long vexed the Earth is the Circle of Serpentis. Comprised of Yuan-ti who crown Zehir master of all the serpent spirits. They work in lands of former Zannad to infiltrate and bring havoc among the warm-blooded Humanoids. Defeated first in Stygia and Nerath, their historically recent losses in Zakhara have driven them further down the coast to the depths of Imaria. Where the jungles meet the Laughing Storms.[x]

Servants of the Sands – Stygia is ancient and has long been entranced by the passage of time, and how to slow it. The rhythm of the waters and the desiccating sands taught them to make mummies and carve geomantic structures to achieve life eternal. In this way Pelor, was honored just as much for the mastery of time as the sun. His priests and the secular students have learned the arts of altering and seeing the passage of time. The payment is to be enrapt alive in bandages and nowadays plates, as they pay back their borrowed time. They also are fond of clockwork.[xi]

Spears of the Dawn – To root out the Eternals from their last pockets, elite warrior bands were charged with the grim task. Forty years later, these loose adventuring bands continue. Spears come from every walk of life and offer an outlet for those who buck social conventions. They should be welcome in any village or palace but must fight evil too great or unnatural for the locals. They are regarded as unpredictable but necessary, with minor breaches and taboos overlooked. But though those who fail are regarded as little more than vagabonds and suspected of being bandits.[xii]

Sun Faith – An adaptation of the Enlightened Faith of Zakhara, filtered through the indomitable will of Stygia and carried over the mountains to wasted Deshur, elaborate prayer houses in Krisi and the open air in Meru. Transforming the primacy of Fate over even the Gods, to that the Sun God is the source and only true deity fit for worship. Leading to tensions and riots over sacrificial communal rites. The faith is taught by clergy called Sun Teachers, who read the scriptures and interpret the Four Corners of the Mountain. Trained from an early age, their hierarchies are like their counterparts, local.[xiii]

Unthlatu – The half-Dragons descendants of ancient Zannad, and Maru-Qet. Some even describe them as being part lizardfolk. Regardless, they practise ancient forms of sorcery and do not welcome outsiders. They dwell in the green lands of Lokassa and even the Night Men avoid their coastal swamps.[xiv]

Utuchekulu – Small things crawl across the Weeping Mountains, just as vicious as the Night Men of the jungles. Few can recall their description, some sort of hybrid of Dwarves and Goblinoids was reported by Zakaharan merchants. Great detail was laid upon their blood-red teeth and single long fang. They eat the dead and can leap far greater than their size attests. Mabwe is said to truce with them and those merchants say the teeth are dyed. Tremors drove them from the Underdark, and some among their kind are hated for their shadow magic.[xv]

Wakyambi – Fey people of the bIda Rainforest and lesser in Nyambe. They recount they lived in the sky above the sun. Such words are puzzling to scholars, either the unexplored Feywild of southern Imaria is distinct, or the wakyambi hold its position to be above the Earth. They are exceedingly tall, with violet eyes and possess tails, which make others see them as akin to the Imbulu. They were said to be favoured by the Kosan and had to made up for it with violence after. They are ruled by a council of the aged, grow orchids and live in trees.[xvi]



[i] See Nyambe African Adventures pp.36-37

[ii] Cassava is a centuries old West African staple which is why I think Kevin Crawford added it in without noticing it was brought by the Portuguese from South America.

[iii] Adapted from Nymabe African Adventures p.205

[iv] See Nyambe African Adventures pp.143-144

[v] See Web-article Imbulu from the Nyambe fan-site, the comics of Juni Ba

[vi] See Spears of the Dawn, numerous mentions

[vii] See Nyambe African Adventures pp.67-68

[viii] See Spears of the Dawn p.133

[ix] See Nyambe African Adventures pp.29-30

[x] See Textbox in Primal Power p.53

[xi] Inspired by the Xelor class from Dofus/Wakfu, Diviner Wizard subclass from D&D 5E

[xii] See Spears of the Dawn p.7

[xiii] See Spears of the Dawn

[xiv] Adapted from Nyambe African Adventures pp.40-42, Dragon Magazine #122 p.30

[xv] Adapted from Nyambe African Adventures pp.42-43, Dragon Magazine #122 p.28

[xvi] See Nyambe African Adventures pp.43-44

Worldbuild24 - Imaria Geography

Imaria

Geography

Aesheba – A corruption of the original name Hersheba, a debased land of ruins and wrecks. Though seaward facing against the Mountains of the Sun and abutting Stygia. Aesheba relies on seasonal rivers. Ancient colonists repeated the mistake of logging the centuries-old stands of trees which kept the soil in place and bringing war. Since then, Aesheba remains little more than a series of desolate ruins. The creation of the Gnolls was here and the interior is home to the Desert of Desolation and its treasures.[i]

Akota, The Land of - Amid the Weeping Mountains of Imaria lies an obscure Sultanate that profits greatly from its isolation. Akota may have once been part of Zannad, but that is lost to time. It is instead home to waves of invaders from The Three Lands, mostly Meru and Zakharans. The inhabitants raid and trade with the traditionalist Meru, Stygia and into the three lands. They know the secret of the Genies Wind and some count the unenlightened of the Crowded Sea as their relatives. Their premier god is Ompalam and they declare they are master of Eden.

Akpara River – One of the great rivers on Imaria, it flows from the jungle mountains to the Endless Blue. It separates the Night Men from the Kingdom of Lokossa and gives them warning when they attack. In the higher reaches though, local tribes use it as their primary means of sustenance and at the sources stand the ruined cities of the Dawn Age. Long-dead ape men built these with the first carvings before the Yellow Plant Empire swept through. Even now their surviving trees and associated clans thrived without authority in pockets along the banks.[ii]

Arabo – A small and empty city in Lokossa, near the opening of the Akpara River. Once the capital of Nibomay, an empire that preceded blood-soaked modernity. Having sprung from the cleansing of the Kosan, the iron-wielding women of the city carved trade routes and oaths of fealty across the Bloodtangle, the savannah of the Meru and into the Weeping Mountains. The coming of the Night Men ended that order, though the female bodyguards of the Ahonsu harken back to that age.[iii]

Bashar’ka – An anomaly with the land of the Kirsi. A small tribal kingdom which allows queens, ruled by fire-priests and not the Sun Faith. This is due to its unfavourable position beyond the Iteru along the border with old Deshur, where it is too much effort to bring the horses across. Abandoned during The Long War, it has been reoccupied with vigor, as a market center. Founded by a dragonslayer, the people call themselves Xon’mo, or “fire eaters”.[iv]

BIda Rainforest – The great jungles of the Three Lands are divided into Lokossa north of the Akpara River, the realm of the Night Men to the south and in the heart and headwaters is the Bloodtangle. Only those of Nyambe are so tautological, for the way west and north is long silent. The night men are kept at bay from the mountains by furious fighting from the Wakyambi, rumored diminutive Nghoi and the Imbulu. In turn this has allowed the Meru exiles south, thought they cursed the horse-killing trees. Again, in turn, Mabwe and east coast traders can enter with only some fear.[v]

Black Harbor, The – Off the eastern coast of Imaria, where few sail due to the Narrow Passage, is a small tropical island. About equidistance along Kaya Vua Samaki. This place is not too far from where the Islands of the Uttermost South are said to lie. Planar pirates, strange ships and practitioners of the High Trade fill the docks, taverns and flophouses. The weak boundaries even allow a common captain to try and brave the planes in an Earthly ship and correct knowledge.[vi]

Bloodtangle – To cross the Akpara River means death at the hands of the Night Men, but above the lands of Lokossa, the fecund jungle grows wilder and mountainous. There the dubious safety extends to both banks. Trees tower above streams that flood without waning. Hostile, predatory or poisonous life flourishes among aggressive natives. They are those who dared to deny the Kingdoms of the lowlands. Those Wakyambi who dwell among the remnants of the Yellow Plant Empire. And the few Humanoids armies which have been spurred from the Sea of Ships to trek the Primal path beyond prying eyes.[vii]

Boha-Boha – A cautionary tale. In early Antiquity, mighty people turned back the Dragons of Maru-Qet with the Wakyambi. Flushed with victory they undermined the warrior-women of Arabo. For they spread bronze, when Nibomay relied on holy iron. Nibomay swept across Meru, killing all and were in turn attacked by demons from the mountains. Mighty deaths were had and when entering the capital, Chuku, they found warriors impaled as offerings on every crossroad. Then commoners, down to the children. The palace was empty as well. Though some remote boha-boha survived for a time, their bronze was forever.[viii]

Boroko – The name the Sultanate of Akota is known among the Three Lands and Nyambe, see Akota, The Land of.[ix]

Desert of Desolation – Despite the abuses suffered by Aesheba, the edge of the desert remained watered plains and from there the home of great Arkhosia during the later parts of Antiquity. With the destruction of the Arkhosian-Bael Turathi wars though, the land was rendered lifeless with magic and neglect. The only people now are nomads and the missionaries of The Enlightened Faith. This blasted landscape gives way to bone-dry foothills of the Mountains of the Sun. The ancient passes there to Deshur mean many cartographers confuse the two deserts into a single bisected one.[x]

Deshur – The sixth kingdom of the Three Lands, Deshur abutted the Weeping Mountains and so was closer to the overland trade and genealogy with the Stygians. The people of Deshur strove to uphold their ancient and forgotten traditions until war with Nyala drove the Pharoah to reopen the lore forgotten from Zannad. This transformed the willing people into Eternals, a form of undead that must consume warm Demi-Human flesh to maintain their almost-living forms. After 190 years of war, they were defeated at their capital, Deshuret and remain shadowy threats. The area is known beyond as the Desert of Desolation.[xi]

Dogar Plateau – At the edge of Nyambe, where the Entare roam, is an enormous mass of rock. Unnatural springs rise to the flat top large enough for the city to have been built. Stairs and ladders are the only way from below and keep the small city of scholars and exiles safe. Such a place was raised by unknown forces and arcane means. With the sigils of Dogar, great spirit of laziness and greed are chiseled into the rock. Some Planar travelers come here, but the city is felt by many to be a trap or enticement of some kind.[xii]

Gomala, Lake – A strange lake that marks the edge of Sokone patrols. Mysterious, every few hundred years, all living creatures within five miles suddenly perish. It is said to be the result of the spirit of the lake. A lion who guards a magic egg and attacks when someone discovers its lair. Few believe that even mighty holy and magical people could be overcome by a single spirit. But still, such an egg would be very valuable if it was true.[xiii]

Igwe – The seaward entrance to The Three Lands where foreign merchants from Zakhara, Adventia and the world-servicing Elven Merchant Fleets trade for goods bought to Sokone. This is as far as most foreigners see and it is a whirlwind of color, smells, and sound. Many factors who are not local clans are from the Adretia. Ill-tidings, as the ambitions of The Iron Circle seek to extend to the slave markets of Turu, capital of Lokossa, Igwe would make for a fine resupply port.[xiv] 

Iteru – The mighty river which defines the Three Lands. Named by Deshur, the river is actually named after the river network in nearby Stygia, but that name has since shifted. The river is the main artery of trade, with the surviving kingdoms coming to its banks to exchange with the canny Sokone people. This has been made much harder since the war destroyed many towns and villages along it. Even the great capital now lies empty as The Silent City. The Elven Merchant Fleets tend to stop at the estuary and rely on factors to arrange for cargo to meet them.[xv]

Kaya Vua Samaki – The name means fish-catching towns, but the Elven Merchant Fleets reports many city-states, grown quickly and richly on trade with Akota and the interior. The fleets rarely sailed in that direction, with the Narrow Passage eliminating the need to circle Imaria. The Zakahran merchants thereby dominate trade and can reach into the previously difficult interior. It is unknown how the Land of Akota responses. It is also reported to be a source of rare medicine for the lands of eastern Nangia.[xvi]

Kirsi – The best horsemen in the Three Lands, the Kirsi were threatened and tempted into swearing oaths of loyalty to ancient Nyala. Militaristic and quarrelsome, they fought the Deshurites first to preserve their hilly borderlands and eventually for their very lives, since Nyala could never fully commit to the Long War. Eventually they renounced their oaths and fought the Nyalans too, allowing the undead to creep over. Emperor Kaday treated them equally and routed Deshur. Allowing them to return to a state of constant clan raiding, glory-seeking, and increasing convergence to the Sun Faith brought from Meru.[xvii]

Lokossa – The green lands are called colorful, fever-hot and life there is cruel. Lokossa is ruled by bloodlines of sorcerer nobility and the greatest is the Ahonsu. Likewise, even foreign magic-users are treated with respect. Long pressed by the Night Men across the southern Akpara River and the hostile jungle itself, Lokossa makes great use of slave labor, and human sacrifice at calendar times to fuel its magic. This draws fear and scorn, but they believe themselves to be the shield of The Three Lands. Life is correspondingly autocratic; commoners serve nobles who serve the state. Few live to sixty years.[xviii]

Mabwe - The most southern of the kingdoms of the Earth. It dwells where the Weeping Mountains end, a center of copper, gold and ivory. Supplying the cities of Kaya Vua Samaki and even distant Akota. No doubt many of its treasures end up in Igwe or Stygia for it is the richest in Nyambe. Said to have a mighty palace to keep out its many enemies. Otherwise, friends of the Wakyambi.[xix]

Maru-Qet – A land shrunk and left out of time. So that even serpent-haunted Stygia is but it’s common child with Zannad. When the Desert of Desolation was green, there arose the first empire of Dragons. They say they clutched the world for a thousand centuries. Humanoids served dragonspawn, in turn chromatics and the brown dragons of the Qetian Dynasty in the name of Tiamat. Nefermandias the forsaken pharaoh overreach though and the prehistoric monuments, fertile valley and savannah were blasted into sand, bringing forth the desert. Stygia grew from those who served it and chose a different God.[xx]

Maru-Qet, The Tombs of – Nefermandias the forsaken pharaoh of Maru-Qet and all his family dwell in their own tombs. As so they may live in the same comforts in life and death. With the fall of their empire and the growth of snake-worshiping Stygia, their tombs are now little more than lairs within militarised temples from which they may extract tribute from those upstart civilisations. Urum-Shar, his surviving daughter is particularly infamous for she lavished all her excess on her own tomb and gathers more incessantly. Such temple-complexes ironically became the centres of resistance to throw of the last Zakharan conquest.[xxi]

Meru – During the Long War with Deshur in The Three Lands of Imaria, bands of rebels and refugees fled the undead kingdom to the savannahs. There they interbred with the native inhabitants and proved instrumental in the destruction of eternal Deshur. But now the city-clans of Meru have no enemy and not enough water or pastures for the people. Those who refused to intermingle lived as bandits or rode beyond the Weeping Mountains to find new lands. Raids are becoming feuds and two of the clans push west into Sokone and Lokossa.[xxii]

Mountains of the Sun – The sweeping range which separates The Three Lands from the Desert of Desolation. Virtually none can cross the tops as a race of nearly gone, bitter Giants hold sway. Only the height of Ogres, these giants claim to have been handcrafted by the spirits in the Dawn Age, the templates for Humans. Master craftsmen and possessing fiery hair and polished skin, these brooding immortals lurk in their excessive, trap-filled palaces with their subservient retinues when once they taught secrets. They cannot breed among themselves but can with humans.[xxiii]

Nyala – Past glories mark tall and artistic Nyala, now a realm of bitter nobles squabbling over the scraps. The Mais of old Nyala long struggled against Giant raids from the Mountains of the Sun, only ending when the first emperor, Mai Mansay forged the first legions and convinced the giant king Musa to make pacts. Though the giants ended them a hundred years later, the next four hundred marked an empire that covered Krisi and Sokone. Nyala fought the eternals with only one hand, dealing with rebelling nobles until Emperor Kaday gave it all and his title for victory.[xxiv]

Nyambe-tanda – The term means Land of the Overpower in the related togues of the ancient Meru and Lokossa. It or the shortened form of Nyambe could be seen as an alternative name for Imaria, except that it holds little sway in the Three Lands. It is used more beyond the Weeping Mountains by meru conquerors trying to stamp out the wild animists of the horse-killing south.[xxv]

Paraku – A Lokossan city where the jungle fades into the golden savannah of Meru. Recently rent with civil strife as generations long ethnic tensions boil over. The Nebeti, a pure Deshurite people who migrated here in service to their undead masters, live in their own impoverished quarter but increasingly have fallen under the command of a crime lord, causing great ill-will. The animist head priest plots against them and the Meruan Sun Faith gathering strength. The Oba will do nothing until peace is restored and then enact his own scheme. And the tomb-palace of horrors remains beyond the walls.[xxvi]

Silent City, The – Once the last settlement of Zannad in the Three Lands, it’s Yuan-ti inhabitants, called Umthalu were slain by the first Sokone as the pushed up the Iteru River to the desert. Retaining only the city-name Chakari. Now their capital, it was overrun by the undead forces of Deshur during the Long War and made their capital in turn. Hideous things occurred there by the flesh-hungry Eternals and the coalition under Emperor Kaday razed it and left it abandoned. Now it is a ruin, inhabited by unquiet ghosts, terrifying monsters and the ever-hungry undead that could not be first found.[xxvii]

Stygia – Also known as Nehekhara or Djelibeybi, Stygia is a land which has exerted much effort in remaining the same as it did from Antiquity, when it arose out of the influence of Zannad. Though invaded by Midani from Zakhara several times. The ancient curses and mysticism of the Gods has kept Styiga independent after varying lengths of cultural diffusion. It is here the Enlightened Faith of Zakhara filtered through to become the Sun Faith of the Three Lands. The dead do not take kindly to robbers here, no matter how lucrative the pyramids and tombs could be.[xxviii]

Sokone – Along the mighty Iteru are the people chased from expanding Nyala and hunted by Lokossa as slaves. In the swamps and lowlands, they formed a bond in suffering and resistance. Outsiders were a greater threat and too much effort was spent quarrelling over patches of farms when they could be settled by negotiation and trade. The conquest of The Silent City pushed them into Nyala’s embrace for a time, but the merchant-princes of the cosmopolitan river continue to thrive. Spreading their wealth down the web of social obligations and debts. The Elven Merchant Fleets and outsiders deal with them first.[xxix]

Taumau-Boha – Once the core lands of the Boha-Boha people, in the dry lands beneath the Three Lands and against the stumps of the Weeping Mountains. Long isolated by the ravages of the Night Men, it has recolonised by a fair-Meru related people. It is not known if they still live there, or if the Humanoids have driven them back to Mabwe.[xxx]

Three Lands, The - The center of Imaria, this region holds most of the indigenous civilizations and trade. The first land is the green land of the old kings; the coastal, rain-receiving portions of the Mountains of the Sun in Nyala, the great Iteru river of Sokone and the hot jungles of Lokossa. The Yellow land is the savannah where the Meru people dwell, the thrice-accused Silent City along the Iteru and the dry foothills where the Kirsi ride. Last is the dreaded black deserts of Deshur. There were once twice as many cities before the Long War.[xxxi]

Tyrath – Once a great city in Stygia, built in honor of Ioun and Erathis. The city was most famous for its library, which contained many magical texts. Unfortunately, it drew the attention of the Circle of the Dark Wing, a Druidic Circle who pledged to hunt the blasphemy of undeath. For the priests of Ioun had taken in several text from the legendary city of Moil. So, the Circle burned down the library. Without it, it was a mere port, fit only for grain and looted treasures.[xxxii]

Vumerion, Black Tower of – Before the forces of the Raven Queen could level the den of necromancy, terrible horrors spilled from the tower. One was the semi-corporal undead known as Nighthaunts and the corpse-weed that makes them. Corpse-weed gives strength and joy at the cost of foul nightmares. Spreading through the Shadowfell and the Earth, any consummation is said to transform the person upon death as their soul is interrupted across the Shadowfell with hunger. Nighthaunts suck the life from the young in preference. Later spreading the corpse-grass curse to other vegetation when full.[xxxiii]

Weeping Mountains – Great peaks, enclosing the black sand of Deshur stretch down the coast of Imaria. This canyon-scared landscape holds ruins; some of Zannad, some of Stygia and deserted outposts of a dozen civilizations. It was here ancient Io was split in twain during the Dawn War and Bahamut and Tiamat were born, hence it may be the genesis of the Dragonborn as well as forgotten humanity. Its most important features are the southern passes, which has admitted invaders and explorers and Meru conquerors out into the animist south.[xxxiv]

Zahnshahan – The slithering city. A Yuan-ti city-state in the bIda Rainforest. One of the few places in the world where they rule openly as they did in the ancient days of Zannad. It is careful to keep up appearances of alliances and friendliness with Lokossa and any trader who comes up the Akpara River. But many suspect their hidden hand in many plots and occurrences, aimed to destabilise other regions and seize control.[xxxv]



[i] The name Aesheba was from an obscure and not very good setting supplement by Frank Mentzer and associates. Hersheba is a pun-named nation from Discworld.

[ii] Frequently referenced in Spears of the Dawn

[iii] See Nyambe African Adventures p.19

[iv] Adapted from Nymabe African Adventures p.20, 142

[v] See Nyambe African Adventures p.134

[vi] See Revenge of the Giant p.78

[vii] See Primal Power p.130

[viii] See Nyambe African Adventures p.20

[ix] Adapting Nyambe African Adventures, pp.142-143

[x] From the AD&D series I1-I3 and the mention in the Dragon Articles about the Points of Light setting.

[xi] See Spears of the Dawn pp.67-69

[xii] See Nyambe African Adventures p.127

[xiii] See Nymabe African Adventures p.137, based on several real-life lakes

[xiv] See Spears of the Dawn

[xv] Summarized from several different text elements in Spears of the Dawn. This is the Ancient Egyptian word for the Nile, which is difficult because it serves as the stand-in for the Gambia/Senegal/Volta River.

[xvi] See Nyambe African Adventures p.22, 144-145

[xvii] See Spears of the Dawn pp.82-83

[xviii] See Spears of the Dawn pp.84-85

[xix] See Nyambe African Adventures pp.21-22, pp.145-146

[xx] See Draconomicon: Chromatic Dragons pp.240-241

[xxi] See Draconomicon: Chromatic Dragons pp.142-149

[xxii] See Spears of the Dawn pp.86-87

[xxiii] See Spears of the Dawn pp.128-129

[xxiv] See Spears of the Dawn pp.88-89

[xxv] See Nyambe African Adventures pp.5-6

[xxvi] See Spears of the Dawn, The House of Bone and Amber

[xxvii] Summarized from several different texts within Spars of the Dawn

[xxviii] It’s Egypt, but with the Pathfinder 1E Golarion twist about Osirion becoming independent from Kelesh/Qadira.

[xxix] See Spears of the Dawn pp.90-91

[xxx] Adapted from Nyambe African Adventures

[xxxi] See Spears of the Dawn

[xxxii] Inspired by the textbox in Primal Power p.92, clearly based on the Library of Alexandria

[xxxiii] See Open Grave p.171

[xxxiv] See Spears of the Dawn

[xxxv] See Monster Vault p.289